The Advanced Game Narrative Toolbox

Title: The Advanced Game Narrative Toolbox

Authors: Tobias Heussner (ed.), Danny Wadeson, Brian Kindregan, Cash DeCuir, Toiya Kristen Finley, Tanya DePass, Heidi McDonald, Alexander Bevier, Matt Forbeck, Craig Sherman, Chris Skaggs

Publisher: CRC Press

First Published: 2019 (Second edition: 2026)

DOI: https://doi.org/10.1201/9781351014397 (1st ed) https://doi.org/10.1201/9781003648215 (2nd ed)

Abstract: The Advanced Game Narrative Toolbox continues where the Game Narrative Toolbox ended. While the later covered the basics of writing for games, the Advanced Game Narrative Toolbox will cover techniques for the intermediate and professional writer. The book will cover topics such as how to adapt a novel to a game, how to revive IPs and how to construct transmedia worlds. Each chapter will be written by a professional with exceptional experience in the field of the chapter.

Key Features


Table of Contents (1st ed.)

Table of Contents - 1st edition:

  1. Introduction, by Tobias Heussner
  2. Why Authentic Diversity, Consultants, and Research Are Needed in Narrative Design, by Tanya DePass
  3. Writing Romance and Sexuality in Games, by Heidi McDonald
  4. Building a Universe, by Danny Wadeson
  5. Writing for Nondigital Games (Board Games), by Alexander Bevier
  6. From Novel to Game and Back Again, by Matt Forbeck
  7. From Movie to Game (and Back Again?) by Craig Sherman
  8. Get It into the Game: Writing and Implementation, by Tobias Heussner
  9. Cinematics and Dialogue, by Brian Kindregan
  10. Get This, Kill That, Talk with … Mission and Quest Design, by Tobias Heussner
  11. Planning Your Work, by Cash DeCuir
  12. Yes, Videogames Need Story Editors! by Toiya Kristen Finley
  13. Freelancing in Games: Narrative Mercenaries for Hire, by Toiya Kristen Finley
  14. Conclusion, by Tobias Heussner

Table of Contents (2nd ed.)

Table of Contents - 2nd edition: 

  1. Introduction, by Tobias Heussner
  2. Building a Universe, by Danny Wadeson
  3. Get It into the Game: Writing and Implementation, by Tobias Heussner
  4. Cinematics and Dialogue, by Brian Kindregan
  5. Get This, Kill That, Talk with … Mission and Quest Design, by Tobias Heussner
  6. Planning Your Work, by Cash DeCuir
  7. Yes, Videogames Need Story Editors! by Toiya Kristen Finley
  8. Why Authentic Diversity, Consultants, and Research Are Needed in Narrative Design, by Tanya DePass
  9. Writing Romance and Sexuality in Games, by Heidi McDonald
  10. Writing for Nondigital Games (Board Games), by Alexander Bevier
  11. From Novel to Game and Back Again, by Matt Forbeck
  12. From Movie to Game (and Back Again?) by Craig Sherman
  13. Working with Licensed Worlds and Content for Children, by Chris Skaggs
  14. Freelancing in Games: Narrative Mercenaries for Hire, by Toiya Kristen Finley
  15. Working with Communication Biases, by Tobias Heussner
  16. Unreal Engine for Narrative Designers, by Tobias Heussner
  17. Conclusion, by Tobias Heussner
  18. Resources and Groups, by Tobias Heussner